jorimt wrote:Yes, if you've set 165 Hz as your refresh rate, the (top to bottom) scanout rate is 6.1ms regardless of your framerate limit.
At maximum refresh rate (reduced vertical totals) this is true.
So on the related "behind-the-scenes" topic of display "scan out" speeds...
...and how it relates to Variable Refresh Rate (VRR) technologies, such as GSYNC/FreeSync....
Scanout time is the amount of time a screen takes to be refreshed top-to-bottom. It can also be decoupled from refresh rate too even without FreeSync/GSYNC too. Meaning scanout can be faster, and a longer pause before beginning the next scanout (of the next refresh cycle). This can maintain the same refresh rate, but with a faster scanout (up to maximum dotclock rate). This is different from how FreeSync works -- scanout remains exactly the same at all times but the vertical total varies between refresh cycles in order to shift refresh cycles around.
For example,
Large Vertical Totals accelerates the scanout speed. (See
Custom Resolution Glossary) For example, using the VT1350 trick on a BENQ Z-Series monitor, it's possible to make scanout time only 1080/1350ths of a refresh cycle (with the remainder becoming large blanking interval pause between refresh cycles -- which is useful to reduce strobe crosstalk double-image effects with Motion Blur Reduction modes). This gives more time for the LCD panel to finish the 1ms GtG before the next refresh cycle begins -- this is useful for cleaner blur reduction modes that reduce the double-image effects (strobe crosstalk).
Metaphorically, VRR can also be thought of, as a variable-sized Vertical Total (at least in the case of AMD FreeSync) -- where lines are added/removed from the blanking interval between refresh cycles -- in order to vary the interval between refresh cycles. The scanout is same speed (same number of pixel rows / scanlines per second) but the number of blanking interval lines varies between refresh cycles to delay the next refresh cycle until the GPU begins delivering the frame. That's essentially how FreeSync / VESA Adaptive-Sync essentially works! It even works properly through most adaptors (HDMI, VGA, etc) and -- when hacked via ToastyX CRU -- it apparently works on several HDMI and VGA displays, even
FreeSync to work on certain CRTs!
Not all legacy displays will function properly with variable blanking intervals, but it is rudimentary enough that old multisync displays (without the blankout-during-refresh-change electronics) actually can slew their vertical refresh rate fast enough to keep up with VRR successfully, as horizontal scanrate and horizontal sync is 100% completely unmodified with a variable-VBI (FreeSync) signal. Dotclock unchanged, horizontal total unchanged, horizontal blanking unchanged, horizontal scanrate unchange -- FreeSync/AdaptiveSync is really the 'gentlest possible' minimum-modification way to add VRR support to a legacy signal and actually successfully passes through dumb adaptors including analog signals.
That said, G-SYNC has superior attributes in many areas if you don't mind the expense or proprietary technology.
RealNC wrote:Welcome to Reddit
Reddit was very impressive with their April Fool's weekend experiment.
Over 1 million people could draw 1 pixel (each) on a 1000x1000 canvas only every 5 minutes (each) --at
/r/place -- and created some really amazing collaborative pixel art that unexpectedly strongly battled vandalism back:
REDDIT’S APRIL FOOLS’ JOKE SPAWNED A SURPRISINGLY AWESOME SOCIAL EXPERIMENT
The speeded-up timelapse of the 72-hour it fun too (watch it in full screen, though!).
But, obviously, I'm getting offtopic. Back to G-SYNC 101!
RealNC wrote:Small world! Pretty weird that it turned out to be you. If this is indeed true, testing latency through the muzzle flash should best be avoided from now on.
Specific actions can also include binding the mouse key to other more visible actions, such as turning on/off a HUD -- as long as it's done without a lag. Or a jump key, if the acceleration of the jump upwards is much more visible than strafe left/right.
Also, be warned, there may exist games that may have a momentum lag for strafing/etc. That, along with low-resolution of current cheap high-speed cameras, can make benchmarking difficult.
It will become easier over time, especially with
future 1000fps full-HD smartphone sensors.